Fixed newlines.

This commit is contained in:
richard 2009-08-22 13:16:20 +02:00
parent cd25e4e16c
commit 6bf210a2e3
1 changed files with 131 additions and 131 deletions

View File

@ -1,131 +1,131 @@
/*
* ============================================================================
*
* Zombie:Reloaded
*
* File: voice.inc
* Type: Module
* Description: Alter listening/speaking states of humans/zombies.
*
* Copyright (C) 2009 Greyscale, Richard Helgeby
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* ============================================================================
*/
/**
* Client is spawning into the game.
*
* @param client The client index.
*/
VoiceOnClientSpawn(client)
{
// Give client proper verbal permissions.
VoiceUpdateClient(client);
}
/**
* Client has been infected.
*
* @param client The client index.
*/
VoiceOnClientInfected(client)
{
// Give client proper verbal permissions.
VoiceUpdateClient(client);
}
/**
* Client has been turned back human.
*
* @param client The client index.
*/
VoiceOnClientHuman(client)
{
// Give client proper verbal permissions.
VoiceUpdateClient(client);
}
/**
* Allow all clients to listen and speak with each other.
*/
stock VoiceAllTalk()
{
// x = Receiver index.
// y = Sender index.
for (new x = 1; x <= MaxClients; x++)
{
// If receiver isn't in-game, then stop.
if (!IsClientInGame(x))
{
continue;
}
for (new y = 1; y <= MaxClients; y++)
{
// If sender isn't in-game, then stop.
if (!IsClientInGame(y))
{
continue;
}
// No need to alter listening/speaking flags between one client.
if (x == y)
{
continue;
}
// Receiver (x) can now hear the sender (y).
SetClientListening(x, y, true);
}
}
}
/**
* Set which team the client is allowed to listen/speak with.
*
* @param client The client index.
* @param zombie True to permit verbal communication to zombies only, false for humans only.
*/
stock VoiceSetClientTeam(client, bool:zombie)
{
// x = Client index.
for (new x = 1; x <= MaxClients; x++)
{
// If sender isn't in-game, then stop.
if (!IsClientInGame(x))
{
continue;
}
// Client can only listen/speak if the sender is on their team.
new bool:canlisten = (zombie == InfectIsClientInfected(x));
// (Dis)allow clients to listen/speak with each other.
SetClientListening(client, x, canlisten);
SetClientListening(x, client, canlisten);
}
}
/**
* Update a client's listening/speaking status.
*
* @param client The client index.
*/
stock VoiceUpdateClient(client)
{
// Set the client's listening/speaking status to their current team.
VoiceSetClientTeam(client, InfectIsClientInfected(client));
}
/*
* ============================================================================
*
* Zombie:Reloaded
*
* File: voice.inc
* Type: Module
* Description: Alter listening/speaking states of humans/zombies.
*
* Copyright (C) 2009 Greyscale, Richard Helgeby
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* ============================================================================
*/
/**
* Client is spawning into the game.
*
* @param client The client index.
*/
VoiceOnClientSpawn(client)
{
// Give client proper verbal permissions.
VoiceUpdateClient(client);
}
/**
* Client has been infected.
*
* @param client The client index.
*/
VoiceOnClientInfected(client)
{
// Give client proper verbal permissions.
VoiceUpdateClient(client);
}
/**
* Client has been turned back human.
*
* @param client The client index.
*/
VoiceOnClientHuman(client)
{
// Give client proper verbal permissions.
VoiceUpdateClient(client);
}
/**
* Allow all clients to listen and speak with each other.
*/
stock VoiceAllTalk()
{
// x = Receiver index.
// y = Sender index.
for (new x = 1; x <= MaxClients; x++)
{
// If receiver isn't in-game, then stop.
if (!IsClientInGame(x))
{
continue;
}
for (new y = 1; y <= MaxClients; y++)
{
// If sender isn't in-game, then stop.
if (!IsClientInGame(y))
{
continue;
}
// No need to alter listening/speaking flags between one client.
if (x == y)
{
continue;
}
// Receiver (x) can now hear the sender (y).
SetClientListening(x, y, true);
}
}
}
/**
* Set which team the client is allowed to listen/speak with.
*
* @param client The client index.
* @param zombie True to permit verbal communication to zombies only, false for humans only.
*/
stock VoiceSetClientTeam(client, bool:zombie)
{
// x = Client index.
for (new x = 1; x <= MaxClients; x++)
{
// If sender isn't in-game, then stop.
if (!IsClientInGame(x))
{
continue;
}
// Client can only listen/speak if the sender is on their team.
new bool:canlisten = (zombie == InfectIsClientInfected(x));
// (Dis)allow clients to listen/speak with each other.
SetClientListening(client, x, canlisten);
SetClientListening(x, client, canlisten);
}
}
/**
* Update a client's listening/speaking status.
*
* @param client The client index.
*/
stock VoiceUpdateClient(client)
{
// Set the client's listening/speaking status to their current team.
VoiceSetClientTeam(client, InfectIsClientInfected(client));
}